new battle gui
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using System.Collections.Generic;
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using Cthangover.Core.Characters;
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namespace Cthangover.Core.Battle
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{
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/// <summary>
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/// Describes a battle animation without binding to a concrete player.
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/// Carries Source/Target characters, an AnimationType key for dispatch,
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/// a Speed multiplier, and an open-ended Parameters dictionary so
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/// custom animations can pass arbitrary data (damage value, element
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/// type, etc.) without interface changes.
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/// </summary>
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public interface IBattleAnimation
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{
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/// <summary>The <see cref="Character"/> performing the action.</summary>
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Character Source { get; }
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/// <summary>The <see cref="Character"/> receiving the action.</summary>
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Character Target { get; }
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/// <summary>
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/// Key used by <see cref="AnimationRegistry"/> to dispatch to the
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/// correct <see cref="IBattleAnimationPlayer"/>.
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/// </summary>
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string AnimationType { get; }
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/// <summary>Multiplier for the playback speed (1.0 = normal).</summary>
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float Speed { get; }
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/// <summary>
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/// Open-ended data bag for animation-specific values
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/// (e.g. damage amount, elemental flag) — no interface changes
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/// needed when adding new animation types.
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/// </summary>
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Dictionary<string, object> Parameters { get; }
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}
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}
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